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Messages - Cyber Von Cyberus

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181
General Discussion / Re: Cargo/Transports ship deployment
« on: November 10, 2019, 02:39:09 PM »
Yeah considering the dips it takes in performance in huge battles I can see that forcing the units into battle would only cause issues with fps, and yeah deploying them every battle would cost a ton of resources. Guess I'll have to settle for just chasing down every trade/smuggler if I want the cargo. Also mentioned it before but I don't think even if it was possible that it should be implemented at all into the game I'd rather have it as a mod for myself if anything. Anyways thanks for the input guys  ;D
If you go to the settings.json files you can set the maximum dp limit for a fleet to be able to participate in fleet pursuits. If your computer can handle the lag then set it higher so you can have the option to have all of your ships auto deploy.

182
General Discussion / Re: Looking for Exotic tech capital phase ship
« on: November 10, 2019, 04:25:58 AM »
That's the thing, it is not ibb ship. Vayra's sectror adds random ships into bounties. What I am looking for is where exotic tech line of ships/weapons comes from
Oh my bad, I didn't see the note about Varya sector

183
General Discussion / Re: How to defeat El Psi ?
« on: November 10, 2019, 04:24:41 AM »
Okay, I finnally killed that scoundrel. That took me a few attempts mist of which were because I didn't have enough ships to fight the remaining enemies once the sporeship got destroyed, my paragons with aggressive officers never wanted to get in range so I had to resort to luring the sporeship to the bottom of the map and use a Pandemonium from DA and drift with the flicker core into it's back after loosing both of my odysseys, but I finally got him. If only we had some sort of kamikaze order where the AI will try to get as close as possible to the target without worrying about any other enemies around or the strength of the target I could've won this much sooner.

184
General Discussion / Re: Cargo/Transports ship deployment
« on: November 10, 2019, 04:10:33 AM »
Well worst case scenario you can always deploy them to serve as decoys since they're cheap. But honestly a monitor is the best you can get if you need a decoy

185
General Discussion / Re: Looking for a missing ship!
« on: November 10, 2019, 04:07:24 AM »
Well if you can't find it at all then maybe you can use the console command mod to give it to yourself. The ID for the IBB unique ships is 'swp_boss_(name of the ship it is derived from)'

186
General Discussion / Re: How to defeat El Psi ?
« on: November 09, 2019, 10:15:49 AM »
I tried yesterday but I think I made a mistake by having fleet size on 700, I also made the mistake of putting plasma cannons and auto pulse lasers on all of the paragons. Anyways I think the idea of plowing through the drones with an Odyssey has potential. I'll have to try it.

187
General Discussion / Re: How to defeat El Psi ?
« on: November 08, 2019, 05:57:35 AM »
Yes, nearly all my officers are agressive (thank god the Borken mod exists) and yes it seems like I'll have to go full paragon spam to be able to hold off the sporeship. Now for the astrals, which bomber would work best ? Full trident or maybe piranhas spam ?

188
General Discussion / How to defeat El Psi ?
« on: November 08, 2019, 05:35:00 AM »
So for those of you familiar with the weapon and ship pack mod, there are unique bounties given by the IBB. One of those is "El Psi" who is in control of a massive sporeship and [REDACTED] fleet.
Any advice on how to defeat him ? My AI ships always keep on being scared of approaching the sporeship and never get in range to fire while getting destroyed from long range (despite eliminate order). And worst of all is once the domain drones are destroyed because my bloody officers don't want to go anywhere near the flagship the [REDACTED] ships start coming in and overwhelming us.

189
General Discussion / Re: What does "operations disrupted" mean?
« on: November 08, 2019, 05:28:17 AM »
Basically it means that this building won't work for x ammount of time (Happens when expeditions target your colony). To counter it all you can do is wait and try to make sure your colony doesn't reach 0 stability and gets decivilized by manually gathering commodities and putting them in the colony stockpile to counter any shortage.

190
General Discussion / Re: Raids make little sense
« on: November 07, 2019, 04:16:08 AM »
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".

However the player is still most likely to always take the fight, even then that would be a nice way to deal with convoy raiding, i mean when you hear a cargo ship is full of volatiles your first reaction shouldn't be
"Let's blow it up and hope there is some left after that"
but rather
"Let's hijack it, either the faction wont want to put-up with a shortage and pay or we'll resell it elsewhere to either their enemy or the black market, however they'll probably dislike that even more"

As for the redacted, they're certainly the best suited as a menace for when colonies are established outside of the core worlds, that could be good enough of a reason(coupled with core rivals waiting for opportunities) as to why the main factions do not want to invest large amount of ressources into promising territory so easily.

Lastly, that's good citizen, the Emperor Hegemony is proud of you.

Kinda like the Ludds will let you go if you pay?
Yes, that should be a thing. There should be several ways to deal with pirates - fight, give some cargo, pay credits, try to run.
It will help new players that get jumped/ambushed. Plus it makes sense.

And  speaking of "stealing a ship to ransom it later" - why not add that as a mission type? Retrieve a stolen ship.
But it's questionable how that would work without boarding.
Maybe have the ransomed ship mothballed and guaranteed to be recoverable or have it as a pristine derelict with the pirate fleet placed right on top of it in such a way that it is not recoverable without fighting. Oh and of course if you don't deliver the ship once you recover it the faction will send a bounty hunter to kick your arse.

191
General Discussion / Re: Where's Prometheus Mk II's bridge?
« on: November 04, 2019, 12:47:00 PM »
I imagine they probably sit on deckchairs bolted to the outside of the hull.

Major interfaces dealt with by dodgy hacked tripad apps.

Also possibly some kind of human interface / motion tracking device whereby munitions are launched by keen gesticulations / vigorous pointing.
This tech seems to be a bit too advanced for the luddic degenerates, then again I suppose hypocrisy is to be expected from space terrorists.

192
Lore, Fan Media & Fiction / Re: Mundane Sector Things
« on: October 31, 2019, 02:48:54 AM »
Haha, that was great.

193
Discussions / Re: Leaving a faction to build my own?
« on: October 30, 2019, 06:59:56 AM »
To be honest building a good colony mostly requires find good planets with low hazard and lots of resources (you could even build a colony on a habitable world for heavy industries then another one in a volcanic planet with loads of metals solely for mining since industries with high upkeep such as heavy and light industry, military base and fuel production are best kept on low hazard worlds).
 When you build your colony it will first be in a shortage of everything, don't panic it's normal since the spaceport isn't functional yet.
 The import and export of resources in your colonies depends on your relations with the other factions and distance from the core world (eventually you could make your entire empire self sufficient and go at war with everyone without suffering from any shortage).
 Pirate bases will spawn (the stronger the base the bigger the raids and accessibility penalty) once your colony is built, they will target your system with pirate activity which reduces the accessibility of the colony and spawn pirate fleets around it, then they will send pirate raids that will atempt to steal ressources from your colony and reduce stability by 1 for three month (it stacks with each raid) and worse of all they will occasionally target trading convoys which reduces imports.
 Likewise luddic path bases will spawn and target your colony if it is too industrious or uses AI cores, these degenerates will set up a pather cell on it and keep attempting to disrupt an industry for as long as the cell is active (the higher the planet defence rating the less likely they are to succeed) again destroy the base to disable the cell or remove anything that angers them to make them go away (but well, we're not going to let degenerates stand in the way of profit are we ?).
 
If your market share gets too high factions (except hegemony, independents and luddic church I think) will get jealous and send super special tacticool forces to kindly ask you to be more sporting in the free market by blowing up whatever industry they're jealous of. These fleets are technically not officially theirs and will not get you into war with them if an unfortunate accident were to happen and they get destroyed (only -5 rep loss) or if your not confident you can bribe them (but it's stupidly expensive) or ask favours from them and lose -20 rep (but lets be honest you might as well destroy them since you will also get to keep their ships as trophies).
 If your colony is set to be a free port (you get money from black market) Hegemony will the start sending the same type of attacks (destroy them too).

If you use too many AI cores the hegemony will send an inspection fleet which will steal all of your cores, reduce your rep with Hegemony for each core found and if you remove them before they arrive they will trash your industry while looking around and disrupt everything, attacking them will make the Hegemony hostile... unless they never knew it was you. Turn your transponder off, wait for them to arrive and say it was a pirate attack and only lose 5 rep.

The size of pirate raids depends on size of the base they came from, anti industry fleets size depends on how many expeditions you defeated before and Hegemony AI inspection scales by the number of AI cores.

Some of the most important things for a colony is an orbital station which should defeat all expeditions at the star fortress level except for the craziest of Tri Tach and Hegemony fleets. The patrol HQ/military base in order to keep your com relays under control, clean up pirate fleets and weaken expeditions. And arguably the most important one a heavy industry/orbital works equiped with a nanoforge (I hope you haven't sold your nanoforge you dingus) which massively improves the size and quality of patrol fleets and allows you to build your own ships for personal use. Then there is the ground defence that boost the defence rating even further and finally the waystation that gives a good boost of accessibility.

194
General Discussion / Re: Class V 300% hazard planet
« on: October 30, 2019, 05:55:20 AM »
Well I'm jealous. Ultrarich metals, transplutonics and abundant volatiles with 40% accessibility is great to supply other colonies with raw ressources. Meanwhile I can't find any decent planets with volatiles available.

195
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: October 27, 2019, 04:48:34 AM »
@Scorpixel  Roaming [Redacted] in hyperspace isn't a vanilla feature, it's added by mods and it honestly hyperspace feels a bit empty despite all of the storms. I also wish there were a few more things there.

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